Many powers you receive are upgradable. You can use Secondary XP to upgrade your powers.

Elemental/Basic Damage Types Power Tracks have 10 levels (Fire, Sonic, Electrical, Acid, Cold)
Level 2 is 5,000XP
Level 3 is 5,000XP
Level 4 is 5,000XP
Level 5 is 5,000XP
Level 6 is 10,000XP
Level 7 is 10,000XP
Level 8 is 10,000XP
Level 9 is 10,000XP
Level 10 is 20,000XP

Available non-elemental/non-basic damage powers have 5 levels that can be taken. This includes powers like ESP, Bioluminescence, Intangibility, Matter Creation, etc.
Level 2 is 5,000XP
Level 3 is 5,000XP
Level 4 is 10,000XP
Level 5 is 15,000XP

Your personal, custom ability is upgradable. It has 7 levels.
Level 2 is 5,000XP
Level 3 is 5,000XP
Level 4 is 10,000XP
Level 5 is 10,000XP
Level 6 is 20,000XP
Level 7 is 25,000XP

Certain powers are not upgradable.
These include but are not limited to:
Mega stat boosts
Immunities
Resistances (non-elemental power track)

You will be told if the ability you received from the chart is upgradeable or not.


*Power Level Descriptions*
These will only be listed as they are purchased, unless they only have 1 level (i.e. non-upgradable).


Action Point Regeneration
Level 1 - At this level you regain 1 temporarily spent Action Point per day, in addition to the standard refresh per game. This is handy if a game session spans over the coarse of several days.

Bioluminescence
Level 1 - At this level you illuminate light from your body in all direction in a 10' radius. The area is treated as having light equal to daylight for the purposes of visibility. This is a free action is activate this power.

Blindsight 60'
All non-visual senses are heightened. Using non-visual senses, such as sensitivity to vibrations, keen smell, acute hearing, or echolocation, you maneuver and fight as well as a any sighted creature. Darkness, and most kinds of concealment are irrelevant, though you must have line of effect to a creature or object or to discern that creature or object. Targets that are utilizing Invisibility can be seen with a successful Spot check of DC 30. The ability’s range is 60'. You do not need to make Spot or Listen checks to notice creatures within range of the blindsight ability unless otherwise noted, like for Invisibility. Blindsight is continuously activated, and you do not need to do anything to use it. However, in situations or environments with high sensory output (extremely loud, earthquake, etc.), you may need to make a Will Save or have the power be shut down temporarily.

Camo Field
Level 1 - As a Standard Action, you can take simple background colors over your body to blend in to an area. A uniformed color wall would be an example of an ideal area to camouflage against, versus, say, a book shelf at this level. The angle of viewing (and spot DCs/bonus adjustments) changes based on the angle the targets are seeing you (Straight ahead is much better than to the side, for example). Textures and shadows are compensated for. At this level, you get a plus +5 to Hide checks for 5 rounds. If you move or attack, the power deactivates. If you activate the camo field against something complicated at this level it may not work or the bonus may be lower.

Clone
Level 1 - As a Standard Action you may create two duplicate copies of yourself. Your stats carry over to your clone but your powers do not. BAB does not carry over, however they may make 1 attack a round at your highest BAB. This clone lasts for 10 rounds. After 10 rounds the clone dissipates into nothingness. For thematic sake, your clothes copy as well, but "special" weapons or magic items do not function for the clone. For ease of game, your clone will act on your turn.

Level 2 - As a Standard Action you may create four duplicate copies of yourself. Your stats carry over to your clone but your powers do not. BAB does not carry over, however they may make 1 attack a round at your highest BAB. This clone lasts for 20 rounds. After 20 rounds the clone dissipates into nothingness. For thematic sake, your clothes copy as well, but "special" weapons or magic items do not function for the clone. For ease of game, your clone will act on your turn.

Level 3 - As a Standard Action you may create six duplicate copies of yourself. Your stats carry over to your clone but your powers do not. BAB does not carry over, however they may make 1 attack a round at your highest BAB. This clone lasts for 40 rounds. After 40 rounds the clone dissipates into nothingness. For thematic sake, your clothes copy as well, but "special" weapons or magic items do not function for the clone. For ease of game, your clone will act on your turn.

Level 4 - As a Standard Action you may create eight duplicate copies of yourself. Your stats carry over to your clone but your powers do not. BAB does not carry over, however they may make 1 attack a round at your highest BAB. This clone lasts for 80 rounds. After 80 rounds the clone dissipates into nothingness. For thematic sake, your clothes copy as well, but "special" weapons or magic items do not function for the clone. For ease of game, your clone will act on your turn.

Level 5 - As a Standard Action you may create sixteen duplicate copies of yourself. Your stats carry over to your clone but your powers do not. BAB does not carry over, however they may make 1 attack a round at your highest BAB. This clone lasts for 100 rounds. After 100 rounds the clone dissipates into nothingness. For thematic sake, your clothes copy as well, but "special" weapons or magic items do not function for the clone. For ease of game, your clone will act on your turn.

Consumption
Level 1 - You may eat any object and gain a bonus for 1d10,+1 rounds.

Level 2 - You may eat any object and gain a bonus for 2d10 +3 rounds.

Level 3 - You may eat any object and gain a bonus for 3d10 +5 rounds. There is a 25 % chance the bonus is permanent. There is a 50% chance any flaws remain as well.

Level 4 - You may eat any object and gain a bonus for 4d10 +7 rounds. There is a 50 % chance the bonus is permanent. There is a 25% chance any flaws remain as well.

Level 5 - You may eat any object and gain a bonus for 10d10 +10 rounds. There is a 75 % chance the bonus is permanent. There is a 25% chance any flaws remain as well.

Darkness Manipulation
Level 1 - As a Standard Action, you can create a cloud of darkness in a 10' radius at a range of 60'. The cloud of complete darkness lasts as long as you concentrate on it. The concentration check is DC 15 and must be done per round. If you attack or are attacked and hit, the concentration check is DC 20. Within the cloud, it gives +6 concealment bonus to AC and -6 penalty on attacks that effects everything within that radius. AOE attacks (grenades, for example) still have full effect because you're just aiming for a square at DC 5. As the caster you can see through the darkness that is created. Finally, people with Darkvision can within their given radius.

Level 2 - As a Standard Action, you can create a cloud of darkness in a 20' radius at a range of 90'. The cloud of complete darkness lasts as long as you concentrate on it. The concentration check is DC 15 and must be done per round. If you attack or are attacked and hit, the concentration check is DC 20. Within the cloud, it gives +6 concealment bonus to AC and -6 penalty on attacks that effects everything within that radius. AOE attacks (grenades, for example) still have full effect because you're just aiming for a square at DC 5. As the caster you can see through the darkness that is created. Finally, people with Darkvision can within their given radius.

Darkvision 60'
You can see in complete darkness up to a radius of 60'.

Disintegrate
Level 1 - A thin, green ray springs from your pointing finger. You must make a successful ranged touch attack to hit your target. Any creature struck by the ray at this level take 2d6 points of damage. This damage must be healed naturally. This may not be combined with any other damaging power. If an object is targeted, it bypasses the objects hardness. However, certain items can be naturally resistant, such as magical objects and artifacts.

Level 2 - A thin, green ray springs from your pointing finger. You must make a successful ranged touch attack to hit your target. Any creature struck by the ray at this level take 3d6 points of damage. This damage must be healed naturally. This may not be combined with any other damaging power. If an object is targeted, it bypasses the objects hardness. However, certain items can be naturally resistant, such as magical objects and artifacts.

Level 3 - A thin, green ray springs from your pointing finger. You must make a successful ranged touch attack to hit your target. Any creature struck by the ray at this level take 4d6 points of damage. This damage must be healed naturally. This may not be combined with any other damaging power. If an object is targeted, it bypasses the objects hardness. However, certain items can be naturally resistant, such as magical objects and artifacts.

Level 4 - A thin, green ray springs from your pointing finger. You must make a successful ranged touch attack to hit your target. Any creature struck by the ray at this level take 5d6 points of damage. This damage must be healed naturally. This may not be combined with any other damaging power. If an object is targeted, it bypasses the objects hardness. However, certain items can be naturally resistant, such as magical objects and artifacts.

Level 5 - A thin, green ray springs from your pointing finger. You must make a successful ranged touch attack to hit your target. Any creature struck by the ray at this level take 8d6 points of damage. This damage must be healed naturally. This may not be combined with any other damaging power. If an object is targeted, it bypasses the objects hardness. However, certain items can be naturally resistant, such as magical objects and artifacts.

Elemental/Basic Damage Types Power Track
(Fire, Sonic, Electrical, Acid, Cold)
Level 1 - 1d6 damage on a successfully touch/Resistance 6
Level 2 - 2d6 damage on a successfully touch/Resistance 8
Level 3 - 3d6 damage on a successfully touch/Resistance 10
Level 4 - 4d6 damage on a successfully touch/Resistance 12
Level 5 - 5d6 damage on a successfully touch/Resistance 14
Level 6 - 6d6 damage on a successfully touch or ranged attack of 30'. The ranged attack is a Standard Action that uses your highest BAB. Resistance/16. Ranged attacks have to be line-of-sight.
Level 7 - 7d6 damage on a successfully touch or ranged attack of 60'. The ranged attack is a Standard Action that uses your highest BAB. Resistance/18. Ranged attacks have to be line-of-sight.
Level 8 - 8d6 damage on a successfully touch or ranged attack of 90'. The ranged attack is a Standard Action that uses your highest BAB. Resistance/20. Ranged attacks have to be line-of-sight.
Level 9 - 9d6 damage on a successfully touch or ranged attack of 120'. The ranged attack is a Standard Action that uses your highest BAB. Resistance/22. Ranged attacks have to be line-of-sight.
Level 10 - 10d6 damage on a successfully touch or ranged attack of 150'. The ranged attack is a Standard Action that uses your highest BAB. Resistance/25. Ranged attacks have to be line-of-sight.

Level 10 addition purchasable abilities:
Elemental Power
Power Description
Cost
Prerequisites
Overall Description
Cold
Ice Body
20,000XP
Level 10 in power
You can turn your body into ICE completely. This takes a full round action and lasts a number of hours per day equal to your CON mod.You may turn this power on as a full round action and off as a standard action, but it may not function longer within a 24 hour period than hours equal to your CON mod. Having your body as complete ice has the following benefits/drawbacks:

Resistance Cold / 100
Weakness to Fire after a number of rounds equal to your CON Mod (You take double damage from fire). For example, if your CON mod is +3 then on round 4 you would take double damage from fire based damage.
You gain a misc, stackable flat DR/10 unless the damage is fire based.
You heal 1HP of non-ability based damage every round. This does not have an impact on damage that must be healed over time.
You may not use certain other abilities when in this form. For example, Explosive Body does not work in conjunction with this form.
Cold
Ice Glide
10,000XP
Ice Body
You must activate Ice Body to use this power. You can project a layer of ice in the air and slide right on it. Your "flight speed" starts out as poor. This is a straight up Ice Man power. Extreme heat can have an impact on the ice you are gliding on. For example, it's much more difficult to ice glide out of an active volcano than it is on a normal, warm sunny day. The width of the ice is just wide enough for you (about 3 feet). Others can glide on the ice as well with a balance check, DC 25. But you can glide upwards where others can only go the way of gravity unless you provide them assistance.
Cold
Ice Glide "Flight" Upgrade
5,000XP
Ice Glide
You may increase your flight speed classification by 1 level. This costs 5,000XP each time.

The classifications are as follows:

Clumsy: The creature can barely maneuver at all.
Poor: The creature flies as well as a very large bird.
Average: The creature can fly as adroitly as a small bird.
Good: The creature is very agile in the air (like a housefly or a hummingbird), but cannot change direction as readily as those with perfect maneuverability.
Perfect: The creature can perform almost any aerial maneuver it wishes. It moves through the air as well as a human moves over smooth ground.

For more information on Flight, visit: http://www.dandwiki.com/wiki/Flight_speed
Cold
Ice Wall 1
10,000XP
Level 10 in power
You may create a 10x10x1' thick ice wall as a full round action. Standard hardness/HP ratings apply. Ice has a hardness of 0 and 3 HP per inch of thickness. So a 10x10x1' wall would have a hardness of 0 and 36HP. You may not create a wall on a target or occupied square.
The ice wall must be touching a solid surface from it's point of creation (no mid-air ice walls). The range at which an ice can be created is 150'.
Cold
Ice Wall 2
10,000XP
Ice Wall 1
You've gotten better at creating ice walls. The ice is harder and able to withstand more damage. Your ice walls now have a hardness of 1 and 6 HP per inch of thickness. So a 10x10x1' wall would now have a hardness of 1 and 72 HP. You may not create a wall on a target or occupied square. The ice wall must be touching a solid surface from it's point of creation (no mid-air ice walls). The range at which an ice can be created is 150'.
Fire
Fire Body
20,000XP
Level 10 in power
You can turn your body into FIRE completely. This takes a full round action and lasts a number of hours per day equal to your CON mod.You may turn this power on as a full round action and off as a standard action, but it may not function longer within a 24 hour period than hours equal to your CON mod. Having your body as complete fire has the following benefits/drawbacks:

Resistance Fire / 100
Weakness to Cold after a number of rounds equal to your CON Mod (You take double damage from cold). For example, if your CON mod is +3 then on round 4 you would take double damage from cold based damage.
As a free action you can count as a light source with a radius of 100' while in this form. Otherwise you have a light radius of 20'.
You heal 1HP of non-ability based damage every round. This does not have an impact on damage that must be healed over time.
You may not use certain other abilities when in this form. For example, Explosive Body does not work in conjunction with this form.
You physical attacks do half damage due to your actual lessened physicality, rounded down, but the fire damage increases to 12d6 per attack.
You still do have physicality, it is just lessened, hence in addition you gain a flat DR/10 while in this form.
Fire
Fire Flight
10,000XP
Fire Body
You must activate Fire Body to use this power. You can use your Flame Body to propel your self into the air and fly. Your flight speed starts out as poor. This is a straight up Human Torch power. Extreme cold can have an impact on your fire form. For example, it's much more difficult to fly around in the Frozen Wastes where the temperature is extremely cold and the winds are even more frigid. Others may fly with you if you can carry them but they will take 3d6 fire damage a round if they do so.
Fire
Fire Flight Upgrade
5,000XP
Fire Flight
You may increase your flight speed classification by 1 level. This costs 5,000XP each time.

The classifications are as follows:

Clumsy: The creature can barely maneuver at all.
Poor: The creature flies as well as a very large bird.
Average: The creature can fly as adroitly as a small bird.
Good: The creature is very agile in the air (like a housefly or a hummingbird), but cannot change direction as readily as those with perfect maneuverability.
Perfect: The creature can perform almost any aerial maneuver it wishes. It moves through the air as well as a human moves over smooth ground.

For more information on Flight, visit: http://www.dandwiki.com/wiki/Flight_speed
Fire
Fire Wall 1
10,000XP
Level 10 in power
You may create an approximate 10x10x1' thick wall of pure hot flame as full round action. Fire has a hardness of 0 and does not have HP. If a target walks through the wall the take 20d6 fire damage per round while in the wall and has a 25% percentage chance of being set on fire. You may not create a wall on a target or occupied square. The fire wall must be touching a solid surface from it's point of creation (no mid-air fire walls). This wall lasts for 1d10+3 rounds. If the fire wall gets hit with a cold based power or enough water or other action that would adversely effect the wall, you may make a Will Save on the wall's behalf (DC varies).
Fire
Fire Wall 2
10,000XP
Fire Wall 1
You have gotten better at creating fire walls. You may create an approximate 10x10x1' thick wall of pure hot flame as full round action. Fire has a hardness of 0 and does not have HP. If a target walks through the wall the take 30d6 fire damage per round while in the wall and has a 50% chance of being set on fire. You may not create a wall on a target or occupied square. The fire wall must be touching a solid surface from it's point of creation (no mid-air fire walls). This wall lasts for 2d10+6 rounds. If the fire wall gets hit with a cold based power or enough water or some other action that would adversely effect the wall, you may make a Will Save on the wall's behalf (DC varies).
Electricity
Electrical Body
20,000XP
Level 10 in power
Your body turns into pure electrical energy. This takes a full round action and lasts a number of hours per day equal to your CON mod.You may turn this power on as a full round action and off as a standard action, but it may not function longer within a 24 hour period than hours equal to your CON mod. Having your body as complete electricity has the following benefits/drawbacks:

Resistance Electricity / 100
Your physical attacks do half damage due to your actual lessened physicality, rounded down, but the electrical damage increases to 12d6 per attack.
You still do have physicality, it is just lessened, hence in addition you gain a flat DR/10 while in this form.
You heal 1HP of non-ability based damage every round. This does not have an impact on damage that must be healed over time.
You may not use certain other abilities when in this form. For example, Explosive Body does not work in conjunction with this form.
Aversion to Water after a number of rounds equal to your CON Mod (If you come in contact with water, you will be stunned for 1d4 rounds automatically).
Electricity
Electrical Current
10,000XP
Electrical Body
You must activate Electrical Body to use this power. You can use your Electrical Body to zip through the air and essentially "fly". Your flight speed starts out as poor. Think "Electro" flight. Rain or heavy sources of water will have a severe impact on your electrical form and flight. Others may fly with you if you can carry them but they will take 3d6 electrical damage a round if they do so.
Electricity
Electrical Current Upgrade
5,000XP
Electrical Current
You may increase your flight speed classification by 1 level. This costs 5,000XP each time.

Clumsy: The creature can barely maneuver at all.
Poor: The creature flies as well as a very large bird.
Average: The creature can fly as adroitly as a small bird.
Good: The creature is very agile in the air (like a housefly or a hummingbird), but cannot change direction as readily as those with perfect maneuverability.
Perfect: The creature can perform almost any aerial maneuver it wishes. It moves through the air as well as a human moves over smooth ground.

For more information on Flight, visit: http://www.dandwiki.com/wiki/Flight_speed
Electricity
Electrical Wall 1
10,000XP
Level 10 in power
You may create an approximate 10x10x1' thick wall of pure electrical energy as full round action. Electricity has a hardness of 0 and does not have HP. If a target walks through the wall it will take 20d6 electrical damage per round while in the wall and has a 25% percentage chance of being stunned. You may not create a wall on a target or occupied square. The electrical wall must be touching a solid surface from it's point of creation (no mid-air electrical walls). This wall lasts for 1d10+3 rounds. If the electrical wall gets hit with water or some other action that would adversely effect the wall, you may make a Will Save on the wall's behalf (DC varies).
Electricity
Electrical Wall 2
10,000XP
Electrical Wall 1
You have gotten better at creating electrical walls. You may create an approximate 10x10x1' thick wall of pure electrical energy as full round action. Electricity has a hardness of 0 and does not have HP. If a target walks through the wall the take 30d6 electrical damage per round while in the wall and has a 50% chance of being stunned. You may not create a wall on a target or occupied square. The electrical wall must be touching a solid surface from it's point of creation (no mid-air electrical walls). This wall lasts for 2d10+6 rounds. If the electrical wall gets hit with water or some other action that would adversely effect the wall, you may make a Will Save on the wall's behalf (DC varies).

Elemental/Basic Damage Types/Energy Resistance
You gain Resistance/10 to a specific elemental/energy type. The available types are: Fire, Sonic, Electrical, Acid, Cold and Force. This means you ignore the first 10 points of damage from these types. In addition, when in environmental situations that present these types you are much more comfortable and are not as easily effected by the environmental conditions.

Energy Immunity
You take no damage from one specific energy type. The types that are possible for this power are: Fire, Sonic, Electrical, Acid, Cold and Force

Environmental Adaptation
Level 1 - You no longer need to breathe oxygen to survive. Your body has adapted to utilize anaerobic respiration effectively.
Level 2 - You gain a +10 to your Fort Saves when dealing with High Pressure Environments, like the vacuum of space or deep sea situations.
Level 3 - You gain resistance to Fire and Cold equal to half your level, rounded up, plus your Constitution score (Not modifier). This stacks with other Fire/Cold resistances.

ESP
Level 1 - You may read the surface thoughts of targets within a 60' radius. You must select one target at a time. This is a Standard action. Targets get a Will Save equal to half your level rounded up plus your Wisdom modifier.

Level 2 - You may read the surface thoughts of targets within a 240' radius. You must select one target at a time. This is a Standard action. Targets get a Will Save equal to half your level rounded up plus your Wisdom modifier. In addition, you can sense living beings (Think of it as "Life Sight" targeting their minds) within that radius. It may take multiple rounds if you are trying to sense an exact number of beings within that radius (If you're in a busy city, for example) and this requires Full Round Actions to accomplish.

Explosive Body
Level 1 - Your flesh becomes like clay. You may tear a part from yourself, ball it up and throw it. At level 1, as a Standard Action, you may create a grenade type object by taking 1 d10+1 damage. When it explodes, it deals 2 d10+2. The blast radius is 20'.

Extra Arms
You gain +4 to Grapple Checks, +4 to Swim Checks, and +4 to Climb Checks. You also get all the other standard bonuses this gives. In addition you can take an extra attack action at you lowest BAB.

Extra Legs
You gain a +10 bonus to your base movement rate. You gain a +6 bonus vs. trip attempts.

Fast Healing 1
Level 1 - Every round you heal back 1 Hit Point. You may not go over your maximum Hit Points.
Level 2 - Every round you heal back 2 Hit Points. You may not go over your maximum Hit Points.
Level 3 - Every round you heal back 3 Hit Points. You may not go over your maximum Hit Points.
Level 4 - Every round you heal back 5 Hit Points. You may not go over your maximum Hit Points.
Level 5 - Every round you heal back 6 Hit Points. You may not go over your maximum Hit Points. You also heal Stats points at 2 per day per stat.

Fast Healing 2
Level 1 - Every round you heal back 2 Hit Points. You may not go over your maximum Hit Points.
Level 2 - Every round you heal back 3 Hit Points. You may not go over your maximum Hit Points.
Level 3 - Every round you heal back 4 Hit Points. You may not go over your maximum Hit Points.
Level 4 - Every round you heal back 5 Hit Points. You may not go over your maximum Hit Points. You also heal Stats points at 1 per hour per stat.
Level 5 - Every round you heal back 7 Hit Points. You may not go over your maximum Hit Points. You also heal Stats points at 2 per hour per stat.

Fear Aura
Level 1 - As a Standard Action, you may radiate Fear Aura with a 10' radius. It lasts until you do not concentrate on it anymore. Each round you radiate the Fear Aura is a DC 15 concentration check. If you attack or are attacked and hit, it is a DC 20 concentration check. This aura does not effect allies. Targets found within the aura must make a Fear Check. The DC of the Fear Check is equal to half your level rounded down plus your Wisdom modifier. If they fail they area effect by Fear based of the how bad they failed. Stats are on the wiki. Certain undead, such as Walkers as completely immune to Fear effects. Fear effects may not stack from multiple attempts while under a Fear effect. If a target critically succeeds (Natural 20) on the check, they do not have to role another Fear check for the remainder of the scene.

Level 2 - As a Standard Action, you may radiate Fear Aura with a 20' radius. It lasts until you do not concentrate on it anymore. Each round you radiate the Fear Aura is a DC 15 concentration check. If you attack or are attacked and hit, it is a DC 20 concentration check. This aura does not effect allies. Targets found within the aura must make a Fear Check. The DC of the Fear Check is equal to half your level rounded down plus your Wisdom modifier. If they fail they area effect by Fear based of the how bad they failed. Stats are on the wiki. Certain undead, such as Walkers as completely immune to Fear effects. Fear effects may not stack from multiple attempts while under a Fear effect. If a target critically succeeds (Natural 20) on the check, they do not have to role another Fear check for the remainder of the scene.

Level 3 - As a Standard Action, you may radiate Fear Aura with a 40' radius. It lasts until you do not concentrate on it anymore. Each round you radiate the Fear Aura is a DC 15 concentration check. If you attack or are attacked and hit, it is a DC 20 concentration check. This aura does not effect allies. Targets found within the aura must make a Fear Check. The DC of the Fear Check is equal to half your level rounded down plus your Wisdom modifier. If they fail they area effect by Fear based of the how bad they failed. Stats are on the wiki. Certain undead, such as Walkers as completely immune to Fear effects. Fear effects may not stack from multiple attempts while under a Fear effect. If a target critically succeeds (Natural 20) on the check, they do not have to role another Fear check for the remainder of the scene.

Level 4 - As a Standard Action, you may radiate Fear Aura with a 80' radius. It lasts until you do not concentrate on it anymore. Each round you radiate the Fear Aura is a DC 15 concentration check. If you attack or are attacked and hit, it is a DC 20 concentration check. This aura does not effect allies. Targets found within the aura must make a Fear Check. The DC of the Fear Check is equal to half your level rounded down plus your Wisdom modifier. If they fail they area effect by Fear based of the how bad they failed. Stats are on the wiki. Certain undead, such as Walkers as completely immune to Fear effects. Fear effects may not stack from multiple attempts while under a Fear effect. If a target critically succeeds (Natural 20) on the check, they do not have to role another Fear check for the remainder of the scene.

Level 5 - As a Standard Action, you may radiate Fear Aura with a 160' radius. It lasts until you do not concentrate on it anymore. Each round you radiate the Fear Aura is a DC 15 concentration check. If you attack or are attacked and hit, it is a DC 20 concentration check. This aura does not effect allies. Targets found within the aura must make a Fear Check. The DC of the Fear Check is equal to half your level rounded down plus your Wisdom modifier. If they fail they area effect by Fear based of the how bad they failed. Stats are on the wiki. Certain undead, such as Walkers as completely immune to Fear effects. Fear effects may not stack from multiple attempts while under a Fear effect. If a target critically succeeds (Natural 20) on the check, they do not have to role another Fear check for the remainder of the scene.

Flat DR/1
Level 1 - You reduce the damage you take per attack by 1. This version of DR stacks with other versions.
Level 2 - You reduce the damage you take per attack by 2 (2 total). This version of DR stacks with other versions.
Level 3 - You reduce the damage you take per attack by 3 (3 total). This version of DR stacks with other versions.
Level 4 - You reduce the damage you take per attack by 5 (5 total). This version of DR stacks with other versions.
Level 5 - You reduce the damage you take per attack by 10 (10 total). This version of DR stacks with other versions.

Flat DR/2
Level 1 - This is a slightly more advanced version of Flat DR/1. This first level allows you to reduce the damage you take per attack by 2. This version of DR stacks with other versions.
Level 2 - This is a slightly more advanced version of Flat DR/1. This first level allows you to reduce the damage you take per attack by 4. This version of DR stacks with other versions.
Level 3 - This is a slightly more advanced version of Flat DR/1. This first level allows you to reduce the damage you take per attack by 6. This version of DR stacks with other versions.
Level 4 - This is a slightly more advanced version of Flat DR/1. This first level allows you to reduce the damage you take per attack by 8. This version of DR stacks with other versions.
Level 5 - This is a slightly more advanced version of Flat DR/1. This first level allows you to reduce the damage you take per attack by 15. This version of DR stacks with other versions.

Flat DR/5
This version only has one level. This power allows you to reduce the damage you take per attack by 5. This version of DR stacks with other versions.

Focus Skill Bonus
You gain an additional Focus Skill and 10 Skill Points to put toward that specific skill.

Gravity Powers
Level 1 - At this level you may do the following: 1.) As a Standard Action, make a target move at half speed for 1d4 rounds once a day. 2.) As a Standard Action, levitate up to 2 feet off the ground, moving at a normal base movement speed for rounds equal to your CON modifier three times a day. 4.) As a Standard Action, you may slow fall for up to 4 rounds. 4.) As a Standard Action, essentially change the mass of a 10x10x10' space by effecting the gravitic force +/- 10% for 1d 4 rounds once per day. Mechanical effect will vary. Your range for level 1 powers is 30' when applicable.

Holo
Level 1 - As a Standard Action, you may make an 3-D image appear that is no larger than one normal sized human. Any attempts to make the holo larger at this level can break the effect or distort the image dramatically and render the effect useless. The image can move within a 10' radius. It has no sound and the image stays in the 10' radius doing what you want it to do for 1d10+3 rounds or until dis-spelled. Dis-spelling a holo is a free action. The holo cannot interact with matter. It will pass through people and doors, for example. The actions it takes must be stated at the time of it's create and may not be altered. Targets may make a Sense Motive check vs Bluff check to determine whether the holo is real or not. You gain a +2 on Bluff checks for this purpose.

Level 2 - As a Standard Action, you may make an 3-D image appear that is no larger than a 20' radius. Any attempts to make the holo larger at this level can break the effect or distort the image dramatically and render the effect useless. The image can move within a 40' radius. It has no sound and the image stays in the 40' radius doing what you want it to do for 2d10+6 rounds or until dis-spelled. Dis-spelling a holo is a free action. The holo cannot interact with matter. It will pass through people and doors, for example. The actions it takes must be stated at the time of it's create and may not be altered. Targets may make a Sense Motive check vs Bluff check to determine whether the holo is real or not. You gain a +4 on Bluff checks for this purpose.

Level 3 - As a Standard Action, you may make an 3-D image appear that is no larger than a 40' radius. Any attempts to make the holo larger at this level can break the effect or distort the image dramatically and render the effect useless. The image can move within a 60' radius. It can produce basic sounds, as long as you know what the sound would be and as long as the image stays in the 60' radius doing what you want it to do for 3d10+9 rounds or until dis-spelled. For a "sound check" it's a separate bluff check vs their sense motive as it's another aspect of the illusion. Dis-spelling a holo is a free action. The holo cannot interact with matter. It will pass through people and doors, for example. The actions it takes must be stated at the time of it's create and may not be altered. Targets may make a Sense Motive check vs Bluff check to determine whether the holo is real or not. You gain a +6 on Bluff checks for this purpose.

Level 4 - As a Standard Action, you may make an 3-D image appear that is no larger than a 60' radius. Any attempts to make the holo larger at this level can break the effect or distort the image dramatically and render the effect useless. The image can move within a 80' radius. It can produce complex sounds, as long as you know what it should sound like, while within it's 80' radius doing what you want it to do for 4d10+12 rounds or until dis-spelled. For a "sound check" it's a separate bluff check vs their sense motive as it's another aspect of the illusion. Dis-spelling a holo is a free action. The holo cannot interact with matter. It will pass through people and doors, for example. The actions it takes must be stated at the time of it's create and may not be altered. Targets may make a Sense Motive check vs Bluff check to determine whether the holo is real or not. You gain a +8 on Bluff checks for this purpose.

Level 5 - As a Standard Action, you may make an 3-D image appear that is no larger than a 120' radius. Any attempts to make the holo larger at this level can break the effect or distort the image dramatically and render the effect useless. The image can move within a 200' radius. It can produce complex sounds, as long as you know what it should sound like, while within it's 200' radius doing what you want it to do for 10d10+20 rounds or until dis-spelled. For a "sound check" it's a separate bluff check vs their sense motive as it's another aspect of the illusion. Dis-spelling a holo is a free action. The holo cannot interact with matter. It will pass through people and doors, for example. The actions it takes must be stated at the time of it's create and may not be altered. Targets may make a Sense Motive check vs Bluff check to determine whether the holo is real or not. You gain a +15 on Bluff checks for this purpose.

Invisibility 1
Level 1 - As a Standard Action you can make yourself completely invisible for 1 d6 +1 rounds per day. Once per day. Attacking a target negates the invisibility.
Level 2 - As a Standard Action you can make yourself completely invisible for 1 d8 +3 rounds per day. Twice per day. Attacking a target negates the invisibility.
Level 3 - As a Standard Action you can make yourself completely invisible for 1 d10 +5 rounds per day. Three times per day. Attacking a target negates the invisibility.
Level 4 - As a Standard Action you can make yourself and up to 10 targets within a 10' radius completely invisible for 1 d12 +7 rounds per day. Three times per day. Attacking a target negates the invisibility for whoever attacks within the field.
Level 5 - As a Standard Action you can make yourself and up to 15 targets within a 30' radius completely invisible for 2 d12 +10 rounds per day. Three times per day. Attacking a target negates the invisibility for whoever attacks within the field.


Intangibility
Level 1 - At this level, as a Full Round Action, you can move through 1 foot of matter, 1 inch at a time at a number of rounds equal it's hardness rating PER INCH. For example, stone has a hardness rating of 8. This means you can move through 1 inch of stone every 8 rounds. You must dedicate your Full Round Action every round to this task until complete, if interrupted, your body will push back out of the material to your starting point.

Level 2 - At this level, the speed for 1 foot of matter, 1 inch at a time at a number of rounds equal it's hardness rating PER INCH is HALVED, rounded up. For example, stone has a hardness rating of 8. This means you can move through 1 inch of stone every 4 rounds now.

Level 3 - At this level, the speed for 1 foot of matter, 1 inch at a time at a number of rounds equal it's hardness rating PER INCH is HALVED, rounded up and then HALVED, rounded up, again. For example, stone has a hardness rating of 8. This means you can move through 1 inch of stone every 2 rounds now.

Level 4 - At this level, the speed you can move up to 3 feet of matter. For basic materials, non-exotic metals, stone, wood, etc. you move through 6 inches per round or 1 inch per second. For example, basic stone you can move through 6 inches every round, or 1 inch per second. More exotic materials such as adamantine, would be slower.

Kinetic Absorbtion
Level 1 - You absorb 10% HP physical damage, next round you may deal that damage to one target in addition to your normal damage. You still take the damage, you may just use that percentage damage to add to your damage he next round. If not used with 1 round the energy dissipates.

Level 2 - You absorb 20% HP physical damage, next round you may deal that damage to one target in addition to your normal damage. You still take the damage, you may just use that percentage damage to add to your damage he next round. If not used with 1 round the energy dissipates.

Level 3 - You absorb 30% HP physical damage, next round you may deal that damage to one target in addition to your normal damage. You still take the damage, you may just use that percentage damage to add to your damage he next round. If not used with 1 round the energy dissipates.

Level 4- You absorb 40% HP physical damage, next round you may deal that damage to one target in addition to your normal damage. You still take the damage, you may just use that percentage damage to add to your damage he next round. If not used with 1 round the energy dissipates.

Level 5 - You absorb 50% HP physical damage, next round you may deal that damage to one target in addition to your normal damage. You still take the damage, you may just use that percentage damage to add to your damage he next round. If not used with 1 round the energy dissipates.

Level 6 - You absorb 75% HP physical damage, next round you may deal that damage to one target in addition to your normal damage. You still take the damage, you may just use that percentage damage to add to your damage he next round. If not used with 1 round the energy dissipates.

Magnetic Mastery
Level 1 - At this level, as a Full Round Action, you may create a strong Magnetic Shield that lasts for 1d6 +3 rounds. This magnetic shield provides an additional +10 Defense against metal objects that attack you. This includes bullets, metal knifes, or metal-laced fists (gloves/gauntlets/brass knuckles/etc.). This shield only extends slightly from your body (about an inch or more). This can be used three times a day.

Matter Creation
Level 1 - As a Standard Action you may create up to a 1x1x1" block of raw material. Currently, this can be "simple" metals like iron, aluminum, steel or plastic, rubber, wood, etc. (If you have a question as to what constitutes as a "simple" material, or moreover what does not, then please ask) You can create edible matter as well but at this level/size one unit does not qualify as enough to count as a daily ration. A 6x6x6 amount would qualify. As levels progress the complexity of matter that can be created will increase, among other things. Currently, only a block shaped 1x1x1 can be created at this level. The material may be used as crafting components. Every use at this level deals 1 d10 +1. This damage must be healed over time (Your level per day, for example). Med Kits do not effect this damage.

Level 2 - You may create a 3x3x3" block of raw material. Every use at this level does 2 d10 +2. This damage must be healed over time (Your level per day, for example). Med Kits do not effect this damage. You may still create "simple" metals and materials.

Level 3 - You may create a 6x6x6" block of raw material. Every use at this level does 3 d10 +3. This damage must be healed over time (Your level per day, for example). Med Kits do not effect this damage. You may still create "simple" metals and materials.

Level 4 - You may now produce multi-pre-shaped materials per use. You may create up to 12x12x12" (1 square foot) worth of material. The material can be a filament or produced in a particular shape, but the total amount may not exceed 12x12x12" worth of material. Every use at this level does 4 d10 +4 for simple materials (wood, standard metals like iron, steel, brass, or plastic or rubber). The more complex the object being created and/or the more different types of materials being created simultaneously within the 12x12x12", the more the modifier damage can increase. (i.e. Varies by complexity). For each additional material component the cost goes up by 1d10. This damage must be healed over time (Your level per day, for example). For example, a perfectly shaped door latch, hinges and brackets may be produced for 4 d10+4 (for base materials, like brass) as that is under the 12x12x12" and an additional 1 d10 +1 for the perfect shaping of all the parts. Med Kits do not effect this damage.

Level 4 Breakdown:
Simple Material Base Cost: 4d10 +4
Perfect Shaping within 12x12x12 block: 1d10 +1
Multi-material/Complexity Modifier: Varies based on number of different materials found within 12x12x12 block in addition to the overall complexity of the item. For example, having a perfectly shaped hinged bracket made from brass, steel and plastic will cost less than a microprocessor due to complexity (A frankly skipping some of the real-world processes that go into the objects creation). So each additional material component increases the cost by: 1d10

Matter Form
Level 1 - As a Standard Action, you can change your body into a pool of silvery liquid for 1 d6+3 rounds. In this form, your base movement is halved. You can move faster if gravity is assisting. As a Standard Action you can shift into your normal form. While in the liquid form you cannot attack but you do not take damage from physical attacks. You can be dispersed, which takes a Full Round Action to come back together.

Level 2 - As a Standard Action, you can change your body into a 5' cloud of silvery gas (Looks like silvery mist or fog). All forms now last for 1 d8 +5 rounds, In this form, you have flight speed poor, normal base move. You can move faster if the wind is in your favor and but slower if it is not. As a Standard Action you can shift into your normal form. While in the mist form you cannot attack but you do not take damage from physical attacks. You can take damage from fire/heat or cold. You can be dispersed, which takes a Full Round Action to come back together.

Level 3 - As a Standard Action, you can change your body into a compete silvery solid block (think Colossus from X-Men). All forms now last for 1 d10 +7 rounds, All flight speeds from this power go to Good. Your base move is halved while in this form. As a Standard Action you can shift into your normal form. While in this form you can attack. You also gain a flat DR/10 and deal and additional 1d8 from unarmed melee attacks. You take double damage from electricity but a gain a flat resistance 10 to fire, cold, acid and sonic while in this form.

Microscopic Vision
Level 1 - With this level, as a Standard Action, you can "zoom in" to items that are up close (with 1' of your eyes) and see 10 times closer (magnify 10 times) with perfect clarity versus normal 20/20 vision.

Optic Blast
Level 1 - As a Standard Action, you can project a beam of pure energy from your eyes. The attack is ranged and is made of pure energy (Energy Type: Exotic: Energy). The damage is 1d6 +1. The range increment is 60'/90'/120' etc. Each range increment beyond 60' adds +4 to the difficulty to hit before modifiers.

Photosynthesis Body
Level 1 - You no longer need to consume food like a normal person as long as you get at least 1 hour of sunlight per day.

Quick Reflexes
You gain a +12 bonus to Reflex Saves.

Radiation Power
Level 1 - 1d6 radiation damage on a successfully touch attack. You gain Resistance Radiation/6. This damage must heal naturally.
Level 2 - 2d6 radiation damage on a successfully touch attack. You gain Resistance Radiation/8. This damage must heal naturally.
Level 3 - 3d6 radiation damage on a successfully touch attack. You gain Resistance Radiation/10. This damage must heal naturally.
Level 4 - 4d6 radiation damage on a successfully touch attack. Or as a Standard Action, as a touch attack, you also do 1 point of Constitution Damage, Fort Save 30. You gain Resistance Radiation/12. This damage must heal naturally as well as the Stat drain.
Level 5 - 6d6 radiation damage on a successfully touch attack. Or, as a Standard Action, as a touch attack, you can also do 2 points of Constitution Damage, Fort Save 40. You gain Resistance Radiation/15. This damage must heal naturally as well as the Stat drain.

Sense Deprivation
Level 1 - Upon a successful touch attack, you may remove the target's sense of smell for 1 round. If you wish keep their sense of taste numb, then you may enter a grapple with the target. A successful grapple allows the sense to remain numb. Olfactory numbing effect smell primarily and taste secondarily (The two are closely tied together). Once the target is released the senses come back after 1 round.

Size Change
Level 1 - As a Standard Action, at this level, you may adjust your size one category up or down. If you choose to go up on level, your Defense goes down by -2 and your Strength goes up by +2. Your base move goes up by +10. If you go down one size category, your Defense goes up by +2 and your Strength goes down by -2 and your base move goes down by 10. This last for 1d10 +3 rounds, once per day.

Level 2 - As a Standard Action, at this level, you may adjust your size one category up or down.
If you choose to go up on level, your Defense goes down by -4 and your Strength goes up by +4. Your base move goes up by +20. If you go down one size category, your Defense goes up by +4 and your Strength goes down by -4 and your base move goes down by 15. This last for 2d10 +5 rounds, once per day.

Stat Bonus
You gain a +10 bonus to a particular stat. You may gain this multiple times if the genetic mutation takes place that way.

Strong Fortitude
You gain a +10 on Fort Saves. You also gain an additional +5 on saves vs poison.

Strong Will
You gain a +10 on Will Saves. You also gain an additional +5 on saves vs Mind Effecting.

Teleport
Level 1 - As a Standard Action, you may teleport yourself up to 30' away. There are 3 types of areas to teleport to; line of sight, previously known and an unknown location. Each type has a percentage chance of shunting into an object and causing damage. Shunting causes 2 d10+2 damage if shunted into a solid object (liquid displaces if possible, for example) and drop you into the nearest area from the object. Percentages are: Line of Sight: 0%, Previous Known Location: 10%, Unknown Location: 30%. Please note, Unknown Location percentages can increase based on the area. You will be advised but the GM before the roll takes place. If you are teleporting onto a moving target, there is a percentage miss change based on speed and a percentage increase of shunting. GM will advice you of each. Please note for teleporting, if the target is in a grapple, then the grapple must be broken or disengaged before a successful teleport may take place. All targets must be touching each other or the teleporter (There must be a link). All targets must be solid targets to be considered valid. Phasing, Intangibility, Mist form, etc. are forms that are not valid targets.

Level 2 - As a Standard Action, you may teleport yourself and one other target up to 300' away. The target must be willing. There are 3 types of areas to teleport to; line of sight, previously known and an unknown location. Each type has a percentage chance of shunting into an object and causing damage. Shunting causes 2 d10+2 damage if shunted into a solid object (liquid displaces if possible, for example) and drop you into the nearest area from the object. Percentages are: Line of Sight: 0%, Previous Known Location: 10%, Unknown Location: 30%. Please note, Unknown Location percentages can increase based on the area. You will be advised by the GM before the roll takes place. If you are teleporting onto a moving target, there is a percentage miss change based on speed and a percentage increase of shunting. GM will advice you of each. Please note for teleporting, if the target is in a grapple, then the grapple must be broken or disengaged before a successful teleport may take place. All targets must be touching each other or the teleporter (There must be a link). All targets must be solid targets to be considered valid. Phasing, Intangibility, Mist form, etc. are forms that are not valid targets.

Level 3 - As a Standard Action, you may teleport yourself and up to 2 targets, up to 3000' away. The targets must be willing. There are 3 types of areas to teleport to; line of sight, previously known and an unknown location. Each type has a percentage chance of shunting into an object and causing damage. Shunting causes 2 d10+2 damage if shunted into a solid object (liquid displaces if possible, for example) and drop you into the nearest area from the object. Percentages are: Line of Sight: 0%, Previous Known Location: 10%, Unknown Location: 30%. Please note, Unknown Location percentages can increase based on the area. You will be advised by the GM before the roll takes place. If you are teleporting onto a moving target, there is a percentage miss change based on speed and a percentage increase of shunting. GM will advice you of each. Please note for teleporting, if the target is in a grapple, then the grapple must be broken or disengaged before a successful teleport may take place. All targets must be touching each other or the teleporter (There must be a link). All targets must be solid targets to be considered valid. Phasing, Intangibility, Mist form, etc. are forms that are not valid targets.

Level 4 - As a Standard Action, you may teleport yourself and up to 4 targets, up to 30,000 feet away (slightly over 5 1/2 miles). The targets must be willing. There are 3 types of areas to teleport to; line of sight, previously known and an unknown location. Each type has a percentage chance of shunting into an object and causing damage. Shunting causes 2 d10+2 damage if shunted into a solid object (liquid displaces if possible, for example) and drop you into the nearest area from the object. Percentages are: Line of Sight: 0%, Previous Known Location: 10%, Unknown Location: 30%. Please note, Unknown Location percentages can increase based on the area. You will be advised by the GM before the roll takes place. If you are teleporting onto a moving target, there is a percentage miss change based on speed and a percentage increase of shunting. GM will advice you of each. Please note for teleporting, if the target is in a grapple, then the grapple must be broken or disengaged before a successful teleport may take place. All targets must be touching each other or the teleporter (There must be a link). All targets must be solid targets to be considered valid. Phasing, Intangibility, Mist form, etc. are forms that are not valid targets.

Level 5 - As a Standard Action, you may teleport yourself and up to 10 targets, up to 300,000 feet away (almost 57 miles). The targets must be willing. There are 3 types of areas to teleport to; line of sight, previously known and an unknown location. Each type has a percentage chance of shunting into an object and causing damage. Shunting causes 2 d10+2 damage if shunted into a solid object (liquid displaces if possible, for example) and drop you into the nearest area from the object. Percentages are: Line of Sight: 0%, Previous Known Location: 10%, Unknown Location: 30%. Please note, Unknown Location percentages can increase based on the area. You will be advised by the GM before the roll takes place. If you are teleporting onto a moving target, there is a percentage miss change based on speed and a percentage increase of shunting. GM will advice you of each. Please note for teleporting, if the target is in a grapple, then the grapple must be broken or disengaged before a successful teleport may take place. All targets must be touching each other or the teleporter (There must be a link). All targets must be solid targets to be considered valid. Phasing, Intangibility, Mist form, etc. are forms that are not valid targets.

Thermal Vision 100'
You can see thermal signatures at a 100' radius. This can be toggled on and off.

Thicken Skin
Level 1 - Your AC increases by +5 for 1 d4 +1 rounds, once per day.
Level 2 - Your AC increases by +6 for 2 d4 +3 rounds, once per day.
Level 3 - Your AC increases by +7 for 3 d4 +4 rounds, twice per day. You also gain Flat DR 3.
Level 4 - Your AC increases by +8 for 4 d4 +5 rounds, three times per day. You also gain Flat DR 4 total.
Level 5 - Your AC increases by +10 for 6 d4 +6 rounds, four times per day. You also gain Flat DR 5 total.

True Sight 60'
You can see through Invisibility 1 and Invisibility 2. If a target is utilizing either one of these nanite based invisibility powers, you will see a shimmering effect around the target.

Vitality Absorption
Level 1 - This power is always active. At this level, every successful melee hit heals 1HP. You must deal at least 1 damage for this to take effect and it must be an organic being (a wall or a car would not work, for example). You may not go over your maximum HP.

Level 2 - This power is always active. At this level, every successful melee hit heals 2HP. You must deal at least 2 damage for this to take effect and it must be an organic being (a wall or a car would not work, for example). You may not go over your maximum HP.

Level 3 - This power is always active. At this level, every successful melee hit heals 2HP. You must deal at least 4 damage for this to take effect and it must be an organic being (a wall or a car would not work, for example). You may not go over your maximum HP.

Level 4 - This power is always active. At this level, every successful melee hit heals 2HP. You must deal at least 8 damage for this to take effect and it must be an organic being (a wall or a car would not work, for example). You may not go over your maximum HP.

Weather Control
Level 1 - The caster can create fog within a 10' radius at a 60' range. Standard action. Gives +4 concealment bonus to AC and -4 penalty on attacks that effects everything within that radius. AOE attacks (grenades, for example) still have full effect because you're just aiming for a square at DC 5. Fog may move (at a rate of 10' per round, unless outside forces/powers move it) but must be dissipated before another patch of fog is created or another nanite power is used by the same person. This power takes concentration to maintain the weather effect. If the caster is attacked and successfully hit, they may make a concentration check (DC 20) to maintain the fog. The caster may move at their normal rate. If the caster moves out of the radius while the effect is taking place, the effect dissipates. In addition, you may dissipate effects of the like within a given radius. If their is a creation/dissipation faceoff, then it is a contested roll (d20 plus your Weather Control Power Level plus your Wisdom Modifier). Ties get re-rolls and loser has their Weather Control power temporarily shutdown for 10 rounds.

Level 2 - The caster can create rain and wind (rain storm, wind, no lightning) within a 30' radius at a 90' range. Standard action. This is hard rain and wind and gives +6 concealment bonus to AC and -6 penalty on attacks that effects everything within that radius. AOE attacks (grenades, for example) have DCs of 15 (from 5) to hit the square due to the wind. The Storm cloud may move (at a rate of 20' per round, unless outside forces/powers move it) but must be dissipated before another rain storm is created or another nanite power is used by the same person. This power takes concentration to maintain the weather effect. If the caster is attacked and successfully hit, they may make a concentration check (DC 20) to maintain the storm. The caster may move at their normal rate. If the caster moves out of the radius while the effect is taking place, the effect dissipates. In addition, you may dissipate effects of the like within a given radius. If their is a creation/dissipation faceoff, then it is a contested roll (d20 plus your Weather Control Power Level plus your Wisdom Modifier). Ties get re-rolls and loser has their Weather Control power temporarily shutdown for 10 rounds.

Level 3 - The caster can create a lightning storm (rain storm, wind and lightning) within a 60' radius at a 120' range. Standard action. This is hard rain, wind and lightning and gives +6 concealment bonus to AC and -6 penalty on attacks that effects everything within that radius. Once per round you may target a square within the radius (DC5) and hit the square with a lightning bolt. This does 6 d6 electrical damage (Reflex save for half damage). Other AOE attacks (grenades, for example) have DCs of 15 (from 5) to hit the square due to the wind. The Storm cloud may move (at a rate of 20' per round, unless outside forces/powers move it) but must be dissipated before another rain storm is created or another nanite power is used by the same person. This power takes concentration to maintain the weather effect. If the caster is attacked and successfully hit, they may make a concentration check (DC 20) to maintain the storm. The caster may move at their normal rate. If the caster moves out of the radius while the effect is taking place, the effect dissipates. In addition, you may dissipate effects of the like within a given radius. If their is a creation/dissipation faceoff, then it is a contested roll (d20 plus your Weather Control Power Level plus your Wisdom Modifier). Ties get re-rolls and loser has their Weather Control power temporarily shutdown for 10 rounds.

Level 4 - The caster can create a snow storm within a 120' radius at a 240' range. Standard action. This is heavy rain snow and wind (blizzard like conditions) and gives +8 concealment bonus to AC and -8 penalty on attacks that effects everything within that radius. Accumulation is 1/2" of snow every other odd round. Total accumlation may not exceed a number feet equal to your CON mod halved rounded up. AOE attacks (grenades, for example) have DCs of 20 (from 5) to hit the square due to the wind and snow. The snow storm may move (at a rate of 20' per round, unless outside forces/powers move it) but must be dissipated before another rain storm is created or another nanite power is used by the same person. This power takes concentration to maintain the weather effect. If the caster is attacked and successfully hit, they may make a concentration check (DC 20) to maintain the storm. The caster may move at their normal rate. If the caster moves out of the radius while the effect is taking place, the effect dissipates. In addition, you may dissipate effects of the like within a given radius. If their is a creation/dissipation faceoff, then it is a contested roll (d20 plus your Weather Control Power Level plus your Wisdom Modifier). Ties get re-rolls and loser has their Weather Control power temporarily shutdown for 10 rounds.

Level 5 - The caster can create any naturally occurring weather condition (rain storm, wind and lightning, snow, gently breeze, huge tornado or hurricane, etc.) within a 300' radius at a 500' range. Standard action. The creation gives +10 concealment bonus to AC and -10 penalty on attacks that effects everything within that radius. Once per round you may target a square within the radius (DC5) and hit the square with a lightning bolt, if you choose. This does 10 d6 electrical damage (Reflex save for half damage). Other AOE attacks (grenades, for example) have DCs of 20 (from 5) to hit the square due to weather conditions. The weather condition may move (at a rate of 20' per round, unless outside forces/powers move it) but must be dissipated before another weather condition is created or another nanite power is used by the same person. This power takes concentration to maintain the weather effect. If the caster is attacked and successfully hit, they may make a concentration check (DC 20) to maintain the storm. The caster may move at their normal rate. If the caster moves out of the radius while the effect is taking place, the effect dissipates. In addition, you may dissipate effects of the like within a given radius. If their is a creation/dissipation faceoff, then it is a contested roll (d20 plus your Weather Control Power Level plus your Wisdom Modifier). Ties get re-rolls and loser has their Weather Control power temporarily shutdown for 10 rounds.